[2.0.32] Science Count

Things that has been reported already before.
Spedge
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[2.0.32] Science Count

Post by Spedge »

Hey folks, first time bug poster - but Factorio has given me so much joy, I thought I should do the right thing and post.


What did you do?

I created 1.0k Orange Science and put it into a rocket. Launched the rocket onto the space platform. Travelled back to Nauvis. Launched the science back down to the planet. Offloaded them onto a belt and put them into my research labs. Really sure there were 5x200 stacks in the rocket when it left Vulcanis.

What happened?

Managed to research Cliff Explosives and only 99% of Coal Liquification. I needed 1000 science to do both, but somewhere one either got lost (I've looked everywhere) or there's been a mis-count somewhere along the line... either a display glitch, or the multiple research hubs has led to one being undercounted.

What did you expect to happen instead? It might be obvious to you, but do it anyway!

I'd hoped by shipping 1.0k orange science back to my home planet, I could afford to research both 500 science topics.

Does it happen always, once, or sometimes?

I've reloaded the autosave back 24 hours and it happens, but I haven't been able to reproduce this yet as it'd mean getting back to a situation of moving 1.0k science again. I will try with the next batch but it'll take me a while, and I thought I should post here first incase others had seen a similar issue.
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Muche
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Re: [2.0.32] Science Count

Post by Muche »

This is due to rounding that can happen when research from a particular pack is interrupted - e.g. power outage/brownout/science pack is moved between labs.

Duplicate of 125060 99%/fractional science packs left over after research complete.
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Khazul
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Re: [2.0.32] Science Count

Post by Khazul »

I have been suspicious of thing going missing or even being duped for a while but have never been able to capture positive proof of it.
The symptom I normally see is with batches of 500 items sent up to a platform and those item being fed into a production machine via stack inserters set to a stack size of 10 and then somehow ending up with 1 or 2 of those items stuck in the inserter after when there should be none ie with the 500 exactly consumed. I have occasionally been suspicious of the scenario you describe as well.
Spedge
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Re: [2.0.32] Science Count

Post by Spedge »

Muche wrote: Mon Jan 27, 2025 8:31 pm This is due to rounding that can happen when research from a particular pack is interrupted - e.g. power outage/brownout/science pack is moved between labs.

Duplicate of 125060 99%/fractional science packs left over after research complete.
Yep, looks as if I'm a victim of this. Shame though - was really counting on getting that tech to move forward. Now I gotta figure out how to launch another rocket!

Thanks for the heads-up. Can mark this as duplicate.
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